Background:
Georgian forces are eagerly preparing a push to take back the airports in Abkhazia. Most of the pro-Russian rebel supply lines are cut, but our strike against the air defences this morning only resulted in a partial success with minor damage caused to the enemy. Five hours later, a new package is launched, with high hopes of success. In order to be able to provide future close air support for the planned assault, we need to disable the enemy air defences protecting the airports.
The enemy appears alerted by our earlier attempt. Allied spec ops recon teams have observed convoys heading south along the shore from Sochi. Helicopter activity in the area has increased as well. While limited by the lack of remaining operational bridges connecting Russia and Abkhazia, it’s not unlikely that the enemy is trying to reinforce their positions at Sukhimi and Gudauta.

Situation:
In order to open up the airspace for close air support, US Navy has decided to launch another DEAD package against the air defences protecting Sukhumi-Babushara and Gudauta.

Package mission:
Destroy all enemy tracking radars at Sukhumi-Babushara and Gudauta. Destroy as much as possible of the SAM sites (search radars, launchers and command vehicles), as well as any enemy AAA. Airborne helicopters in the area are assumed to be moving enemy troops in and out of the target area and are considered medium priority targets.

* Takeoff and head directly to the tanker for top-off
* Standby to engage the enemy tracking radars if Weasel fails (this is a backup task, hopefully not needed)
* When tracking radars are destroyed, and Slugger has made its first drop, follow up and eliminate as much of the air defences as possible at Sukhumi-Babushara and Gudauta in 1-2 passes (avoid extended loitering!)
* On “Package: Knock it off” call: RTB

Detailed tasking - AIRBOSS
* Supervise carrier spawning and taxi.
* On carrier A, get Weasel 1-1 through 1-4 at cat 1 through 4, with Slugger in cue behind the deflector shields.
* On carrier B, get Brawler 1-1 through 1-4 at cat 1 through 4, and Gypsy in cue behind the deflector shields.
* Launch ONE CAT AT A TIME (5+ seconds intervals) in 1, 2, 3, 4 (right to left) order.
* If we miss the takeoff time because of delays (spawning problems or whatever), try to still maintain the 2 minute launch interval between each flight.
* On RTB: Stack flights in the overhead pattern over Stennis (lowest fuel state at 2000, then 3000, then 4000 etc) and give charlie calls to bring them down. Everybody will land on carrier A (carrier B will depart from the group after launch).
* Paddles help is cool, but during the recovery, the controling duties (bringing people down from the stack, advise in bolter pattern etc) are more important than the LSO stuff.

TL;DR. Mod making the spotting slightly easier. You don't NEED to use this. But you're allowed to!

In this event, we will allow the use of our modified Labels.lua file, that will render a tiny little gray dot to compensate for the lacking DCS visibility. Because of this, full labels will technically be allowed on the server. Obviously, you can't (and you don't want to) use default full labels. You can only have labels enabled (shift-F10) if you are using this modified file (you are free to change the font size in the top row in the file if the dot is completely invisible on your screen regardless of distance, somewhere around 12-15 is usually good).

Attaching the modified file and screenshots of how it looks with and without.

Views
* F10 map is set to "MAP ONLY".
* F2 external view (own aircraft) is enabled. Feel free to take some nice screenshots and put in this thread after the event. (If you hate this, simply don't use it and please don't make a deal out of it, same goes for the labels mod file)

Comms
* SRS for comms between flights and AWACS.
* TS for flight internal comms (a flight may opt to instead use SRS Ch 5-18 if you prefer)
* Callsigns (i.e Brawler 1-1 etc) are used even around the carrier (not side numbers).

Death and respawn
* Normally, if you get shot down or crash, you are out.
* However, if you disconnect because of network problem or CTD during the early part of the mission, or if you die or get damaged before takeoff (for any reason) you may respawn in the same slot and join the action (if your buddies have already dropped their firecrackers, just form up and join the recovery, don't go to the target, it'll take too much time).
* Otherwise, if you die, you MAY:
1) Join SRS in AWACS mode and follow the action on the F10 map, drinking beer.
2) Take on the Tower/marshal and/or LSO role (Join SRS in AWACS mode), or even AWACS if we don't already have one.
3) Respawn in an airfield-standby slot, staying out of the action, practicing field landings or so. (Not at the carrier)
4) Step away, spend some time with the family, and join up for the debriefing.

Carrier spawn
* Stay in the main TS channel until you're cleared to spawn (Bankler (or AWACS, or Tower) will supervise it).
* DCS carrier spawn is a nightmare, but we'll try to make it happen. We are divided on two carriers. A flight will spawn in on cold start, start engines (no need to request startup permission), and taxi to the carrier landing zone (or bow, if needed), staying clear of the spawnpoints. Then the next flight "should" be able to spawn. If things go bad, even after a few attempts, we have some backup plans (cat spawn etc). Be patient.
* If one of the pilots has to respawn because of problems, the flight will wait for him, on the carrier. Don't launch until you're all ready to go.

Debrief
* After the mission. We'll debrief in TS. If you can't or don't want stay for that, please at least let us know (PM Bankler in Discord).

Risk: Extended loitering time over target area, allowing enemy ready alert time to launch, resulting in a complicated and dangerous A/A situation.
Precaution 1: Slugger 1 flight will only make one pass on each target group dropping JDAMs from high alt, high speed.
Precaution 2: Gypsy 1 flight is limited to two bomb runs per target group and aircraft (max two runs at Sukhumi and max two runs at Gudauta).
Precaution 3: It's fine to bring stores back! We'll drop them another day.
Precaution 4: If CAP flight (Brawler) is winchester, bingo or for other reason cannot cover the package, we will knock it off and return to mother.

Risk: 16+ aircraft package makes blue on blue accidents likely.
Precaution 1: Use "ray gun [altitude]" (if you're not 100% it's a bandit) and "buddy spike [altitude]" calls on package channel
Precaution 2: Unless you need to fire right away (your target is coming right at you), realize that people may miss your raygun call because of radio traffic and stress, so use judgement and Awacs declare request if available to verify your target.

Risk: Getting stuck behind the tanker, wasting time and others' fuel.
Precaution 1: Practice a few AAR rounds before the mission if you feel rusty (KC-130 and KC-135 will be used).
Precaution 2: Don't fill up max unless you need it (~6000 lbs is enough for the ~30nm from tanker to mother and land).
Precaution 3: If somebody gets completely stuck and low on fuel, flight lead should divert that aircraft as single-ship to Kobuleti TCN 67X.

Risk: Getting into a bolter streak at the carrier, getting low fuel, panicking, dying.
Precaution 1: Run a couple of rounds in Bankler's CASE 1 recovery trainer to tune those skills. https://forums.eagle.ru/showthread.php?t=221412
Precaution 2: Don't jettison external tank(s) unless you really need to. Low-on-fuel featherlight aircraft are floaty and hard to land, so the extra weight of the empty tanks often make things easier, and worth the extra drag and fuel consumption.

Risk: SA-11 site (WP2) or SA-2 site (WP3) is still active when the bomb trucks (Slugger and Gypsy) roll in, killing them.
Precaution 1: Slugger and Gypsy are not allowed to approach a site if the tracking radar is still up and running.
Precaution 2: If Weasel flight runs into problems, or runs out of HARMs, each of the aircraft in Gypsy has one extra HARM as backup.
Precaution 3: If package runs out of HARM missiles, we'll ignore any targets still protected by a tracking radar, accepting a partial success or mission failed.

Departure
* Launch one at a time in Cat order (1, 2, 3, 4), right to left. 5 seconds intervals.
* Make a little clearing turn towards your side of the ship, then line up with BRC.
* Fly 500' ~300 kts straight ahead. Flight forms up.
* At 7nm DME, climb and check in on package channel.

Recovery
When returning to mother, we will perform a CASE 1 recovery. It will not be zip lip, but controlled by Tower. Perfect brevity and comms is not the most important thing here. Flying safe, communicating smart, and getting down in one piece is the primary goal.

When leaving the AO, join up with your flight asap. Communicate fuel state to lead. He'll make the call if you need to hit the tanker.

* Setup your stuff as soon as possible (it sucks doing it over the boat when you're stressed). TCN 74X, HSI to 10 nm, Course line to BRC 268. Hook down.
* Check in with flight on Ch 2. Remain on this channel from now on.
* Flight lead contacts marshal. If you want, say fancy "Marking mother etc etc". At LEAST report "[Flight Callsign], [lowest fuel state], [distance to mother]".
* Note: For various reasons, we're using Callsigns (i.e "Slugger 1-1" etc) around the boat, not side numbers.
* You'll get an assigned altitude by marshal. Try to get down to this altitude before 10nm DME. If lead wants to be cool, say "See you at 10 (or whatever distance)" when you see the boat.
* Enter a left hand ~5nm diameter ~250 kts circular port hold over the boat. Report "established at [altitude]" to marshal. (left hand fingertip formation if you're cool)
* When marshal gives you the call "charlie" (i.e "commence"), fly to point 3 in the circle, go echelon right and start descending to 800' at 350 kts, heading aft.
* Make a smooth turn into the BRC, reaching it aft ~3nm DME behind the ship. Call out "[Flight callsign] initial".
* Enter the break as a 4-ship, breaking with 10-15 seconds intervals. (Call out "in the break", "abeam [fuelstate]" and of course the ball call).
* Fly sweet pattern and land.
* If you bolter, turn slightly right aligning with BRC, climb to 600' and enter the pattern (tower might give you directions, otherwise, just look out for traffic, turn left to downwind, don't panic, land).

Note: As you come in on initial, if "the pattern is full", the airboss might direct you to "spin it!". If this happens, pass the boat on the right side (like you normally would), but then go up to 1200' and perform another big left circle on the port side (just like before, in the stack, but remain at ~350 kts). Airboss will soon give you a new charlie call, after which you can exit the overhead spin, and go towards initial, just like before.